iOS 动画 —— 碰撞的火球

本例实现一个碰撞的火球,当火球碰到界面后就会实现反弹的动作,并且火球的阴影会慢慢的变小以及消失。

iOS 动画 —— 碰撞的火球_第1张图片
hotBall.gif
#import "ViewController.h"

#define SCREEN_WIDTH [UIScreen mainScreen].bounds.size.width
#define SCREEN_HEIGHT [UIScreen mainScreen].bounds.size.height

static const CGFloat kBallRadius = 15.0f;
static const CGFloat kShowOffset = 10.0f;

@interface ViewController ()

@property (nonatomic, strong) UIImageView *fireBall;
@property (nonatomic) CGPoint point;

@end

@implementation ViewController

- (void)viewDidLoad {
    [super viewDidLoad];
    self.view.backgroundColor = [UIColor whiteColor];
    [self.view addSubview:self.fireBall];
    // 初始化每次移动的位置
    self.point = CGPointMake(kBallRadius, kBallRadius/2.0);
    // Moving
    [NSTimer scheduledTimerWithTimeInterval:(0.05) target:self selector:@selector(onMovingTimer) userInfo:nil repeats:YES];
}
-(void)onMovingTimer {
    
    CGFloat x = self.fireBall.center.x;
    CGFloat y = self.fireBall.center.y;
    // 改变其位置
    self.fireBall.center = CGPointMake(self.fireBall.center.x + self.point.x, self.fireBall.center.y + self.point.y);
    // 判断当其遇到边境的时候
    CGPoint tempPoint = self.point;
    if (self.fireBall.center.x > SCREEN_WIDTH - kBallRadius || self.fireBall.center.x < kBallRadius) {
        tempPoint.x = - self.point.x;
        self.point = tempPoint;
    }
    if (self.fireBall.center.y > SCREEN_HEIGHT - kBallRadius || self.fireBall.center.y < kBallRadius) {
        tempPoint.y = - self.point.y;
        self.point = tempPoint;
    }
    // 变成灰色的,其实就是后面的跟随者
    UIImageView* imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"grayBall"]];
    imageView.frame = CGRectMake(x - kBallRadius, y - kBallRadius, kBallRadius * 2 - 2, kBallRadius * 2 - 2);
    [self.view addSubview:imageView];
    
    // 让跟随者不断变化,造成越来越小,并且消失
    [UIView animateWithDuration:3.0f delay:0.f options:UIViewAnimationOptionCurveEaseOut animations:^{
        // 位置,大小,透明度
        imageView.frame = CGRectMake(x - kBallRadius + kShowOffset, y - kBallRadius  + kShowOffset, kBallRadius - 4, kBallRadius - 4);
        [imageView setAlpha:0.0];
        
    } completion:^(BOOL finished) {
        [imageView removeFromSuperview];
    }];
    // 让 FireBall 在上面
    [self.view bringSubviewToFront:self.fireBall];
}

- (UIImageView *)fireBall {
    if (!_fireBall) {
        _fireBall = [[UIImageView alloc] init];
        _fireBall.image = [UIImage imageNamed:@"hotBall"];
        _fireBall.frame = CGRectMake(0, 0, kBallRadius * 2, kBallRadius * 2);
    }
    return _fireBall;
}

@end

注意点 UIView animateWithDuration: 这几个方法

+ (void)animateWithDuration:(NSTimeInterval)duration delay:(NSTimeInterval)delay options:(UIViewAnimationOptions)options animations:(void (^)(void))animations completion:(void (^ __nullable)(BOOL finished))completion NS_AVAILABLE_IOS(4_0);
+ (void)animateWithDuration:(NSTimeInterval)duration animations:(void (^)(void))animations completion:(void (^ __nullable)(BOOL finished))completion NS_AVAILABLE_IOS(4_0); 
+ (void)animateWithDuration:(NSTimeInterval)duration animations:(void (^)(void))animations NS_AVAILABLE_IOS(4_0); 
+ (void)animateWithDuration:(NSTimeInterval)duration delay:(NSTimeInterval)delay usingSpringWithDamping:(CGFloat)dampingRatio initialSpringVelocity:(CGFloat)velocity options:(UIViewAnimationOptions)options animations:(void (^)(void))animations completion:(void (^ __nullable)(BOOL finished))completion NS_AVAILABLE_IOS(7_0);
* duration: 表示动画执行时间。
* delay: 动画延迟时间。
* usingSpringWithDamping: 表示弹性属性。
* initialSpringVelocity: 初速度。
* options :可选项,一些可选的动画效果,包括重复等。
* animations: 表示执行的动画内容,包括透明度的渐变,移动,缩放。
* completion: 表示执行完动画后执行的内容。

此处对 option 中进行备注下:

typedef NS_OPTIONS(NSUInteger, UIViewAnimationOptions) {
    //提交动画的时候布局子控件,表示子控件将和父控件一同动画。
    UIViewAnimationOptionLayoutSubviews            = 1 <<  0,
    //动画时允许用户交流,比如触摸
    UIViewAnimationOptionAllowUserInteraction      = 1 <<  1, 
    //从当前状态开始动画
    UIViewAnimationOptionBeginFromCurrentState     = 1 <<  2, 
    // 动画重复
    UIViewAnimationOptionRepeat                    = 1 <<  3, 
    // 执行动画回路,前提是设置动画无限重复
    UIViewAnimationOptionAutoreverse               = 1 <<  4, 
    //忽略外层动画嵌套的执行时间
    UIViewAnimationOptionOverrideInheritedDuration = 1 <<  5, 
    //忽略外层动画嵌套的时间变化曲线
    UIViewAnimationOptionOverrideInheritedCurve    = 1 <<  6,
    // 通过改变属性和重绘实现动画效果,如果key没有提交动画将使用快照 
    UIViewAnimationOptionAllowAnimatedContent      = 1 <<  7, 
    //用显隐的方式替代添加移除图层的动画效果
    UIViewAnimationOptionShowHideTransitionViews   = 1 <<  8, 
    //忽略嵌套继承的�选项
    UIViewAnimationOptionOverrideInheritedOptions  = 1 <<  9, 
    
//***时间函数曲线相关**//

    //时间曲线函数,由慢到快
    UIViewAnimationOptionCurveEaseInOut            = 0 << 16, // default
    // 时间曲线函数,由慢到特别快
    UIViewAnimationOptionCurveEaseIn               = 1 << 16,
    // 时间曲线函数,由快到慢
    UIViewAnimationOptionCurveEaseOut              = 2 << 16,
    // 时间曲线函数,匀速
    UIViewAnimationOptionCurveLinear               = 3 << 16,
    
// ** 转场相关的 **//

    // 无转场动画
    UIViewAnimationOptionTransitionNone            = 0 << 20, // default
    // 转场从左翻转
    UIViewAnimationOptionTransitionFlipFromLeft    = 1 << 20,
    UIViewAnimationOptionTransitionFlipFromRight   = 2 << 20,
    // 上卷转场
    UIViewAnimationOptionTransitionCurlUp          = 3 << 20,
    UIViewAnimationOptionTransitionCurlDown        = 4 << 20,
    // 转场交叉消失
    UIViewAnimationOptionTransitionCrossDissolve   = 5 << 20,
    // 转场从上翻转
    UIViewAnimationOptionTransitionFlipFromTop     = 6 << 20,
    UIViewAnimationOptionTransitionFlipFromBottom  = 7 << 20,
} NS_ENUM_AVAILABLE_IOS(4_0);

此处 要注意是 与 时间函数 相关的几个 Options, 然后例举本个动画案例如何让其速度变化才是最真实呢?这个动画主要还是进一步了解 UIView 的几个动画方法,以及告诉自己动画没有那么难的。

PS:场景来自:【iOS开发范例实战宝典.进阶篇】。

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